Em, I don't know if this belongs here, but I'm having some problem building the code for wmelite with Visual Studio 2008 Express for Windows. I followed these instructions http://res.dead-code.org/doku.php/wmelite:building.
First off I get the error: "fatal error RC1015: cannot open include file 'afxres.h'." in wme.rc.
I looked around on the internet a bit, and I tried to solve it by changing it to 'windows.h', since that seemed to work for some people (on different projects though).
Now I get "error PRJ0019: A tool returned an error code from "Performing Post-Build Event..." instead. So yeah, I look at the post-build events,
@copy dep\bass\lib\*.dll $(TargetDir) > nul
@copy dep\sdl\lib\*.dll $(TargetDir) > nul
@copy dep\FreeImage\lib\*.dll $(TargetDir) > nul
Guess I'll just copy them manually and disable the post event. Seems to work.
First off I get the error: "fatal error RC1015: cannot open include file 'afxres.h'." in wme.rc.
I looked around on the internet a bit, and I tried to solve it by changing it to 'windows.h',
It doesn't really matter in this case. "Solution" in Visual Studio is a set of projects. Since wme lite solution only contains one project, both commands are equivalent (the first one compiles all projects in a solution, the other compiles only the specific project).OK!
Is there any way to get rid of warnings when compiling for iOS in Xcode?There shouldn't be many warnings by now, just the warning about some deprecated functions.
And also - is it possible to cache the sprites so then at the next load they are will read from the memory? Is the sprite's parameter "Keep in memory" intended for this purposes? Just for iOS difference with this parameter enabled and disabled when loading is not very noticeable, when have to load about of hundred of small sprites - have a long delay.You can create your own cache simply by creating an invisible entity and adding all the images you want to cache to its animation. "keep in memory" is only used for "straming" sprites, i.e. those that only load individual images just before they're to be displayed.
You can create your own cache simply by creating an invisible entity and adding all the images you want to cache to its animation. "keep in memory" is only used for "straming" sprites, i.e. those that only load individual images just before they're to be displayed.